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00e45affe9
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+. macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2. Updates #1431
34 lines
467 B
GLSL
34 lines
467 B
GLSL
uniform float U0;
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uniform float U1;
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uniform float U2;
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int F0(in int l0);
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vec4 F1(in vec4 l0);
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int F0(in int l0) {
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return l0;
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}
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vec4 F1(in vec4 l0) {
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int l1 = 0;
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int l3 = 0;
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l1 = 0;
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for (int l2 = 0; l2 < 10; l2++) {
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int l3 = 0;
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l3 = F0(l2);
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l1 = (l1) + (l3);
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for (int l4 = 0; l4 < 10; l4++) {
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int l5 = 0;
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l5 = F0(l4);
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l1 = (l1) + (l5);
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}
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}
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l3 = 0;
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l1 = (l1) + (l3);
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return vec4(l1);
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}
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void main(void) {
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fragColor = F1(gl_FragCoord);
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}
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